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Why were maps excluded? Options
FlyingArrow
Posted: Friday, December 2, 2011 5:44:00 AM
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Why were certain maps excluded from the Restricted/Standard list?

As far as I know, maps are selected for those lists based on balance:

* Neither left nor right has too strong of an advantage
* Neither melee nor non-melee has too strong of an advantage
* Huges are playable (though not necessarily competitive)
* No single strategy (e.g. Lancer/Yobuck) completely dominates on the map

FlyingArrow
Posted: Friday, December 2, 2011 5:56:53 AM
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These are my guesses, but I'd like to hear other opinions as well:

Reasons why maps on the Standard list didn't make the Restricted list (mostly because they're too wide open):

Mos Eisley - unbalanced toward shooters
Coruscant - unbalanced toward shooters
Starship - unbalanced toward shooters
Death Star - unbalanced toward shooters
Transit Station - too many doors... unbalanced toward Override-heavy squads
Rattatak Arena - not sure on this one. Unprotected gambit = unbalanced toward shooters?
Felucia - unbalanced toward shooters?
Dxum Camp - unbalanced toward shooters?
Taris Lower City - ?
Black Pit Slums - unbalanced toward shooters
Old Casino - ?
Korriban - unbalanced toward shooters
Docking Bay - unbalanced for Lancers
Marketplace - unbalanced for Lancers
Star Forge - too many doors... unbalanced toward Override-heavy squads
Fueling Station - ?
Yavin Ruins - unbalanced toward shooters
Spice Mines of Kessel - unbalanced toward shooters
Off-World Shipping Center - ?
Exodus-Class Cruiser - unbalanced toward shooters
Off-World Transport Facility - ?
Off-World Cargo Docks - huge un-friendly
Swamp Caves - unbalanced toward Lancers

FlyingArrow
Posted: Friday, December 2, 2011 6:03:15 AM
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For the open list, virtually all of them are too shooter friendly due to being too wide open (no pun intended) or having places with no advance leading to a stand-off.

Exceptions:
Mustafar - too many pits. Advantage: Pushers
Crystal Caves of Ilum - not enough doors... unbalanced toward Lancers
Mos Eisley Town Hall - lack of safe start position on left... unbalanced toward Lancers
Royal Palace - awkward choke points
Grand Atrium - not sure why this one didn't make the Standard list - setup areas are *too* protected for Restricted
Desert Sanctum, Badlands, Deep Caverns - no doors make these unbalanced towared Lancers

All these are just my guesses. I'd be interested in hearing other people's opinions.
Jester007
Posted: Friday, December 2, 2011 11:06:20 AM
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You essentially got the gist of it. Every map classification takes into account many factors: gambit, LOS angles, doors, low objects/difficult terrain, pits, etc.

The "Restricted" list are maps that give most or all squads a relatively equal chance of winning. The "Standard" maps are generally ones that tend to favor a particular squad build. While "Open" maps are mostly scenario specific maps and ones used to recreated a particular scene in the Star Wars saga.

That's why it is very important for people that play on the new maps that have come out to submit a report detailing any issues, problems, etc. that happened during their game(s).

Sincerely,
Jester007
StevenO
Posted: Sunday, December 4, 2011 9:33:55 AM
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Maybe it's just me but if a map can't favor shooter then I wonder why all the favor melee maps would make it. It seems to me that the opposite of favor shooters is to favor melee because a shooter squad SHOULD have an advantage over melee squads.

I may not play tournaments so the lists don't really matter to me but with the RPG melee becomes much stronger when shooters don't get a chance to do their thing without getting entangled in melee almost immediately.
FlyingArrow
Posted: Sunday, December 4, 2011 11:14:24 AM
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Jester007 wrote:
You essentially got the gist of it. Every map classification takes into account many factors: gambit, LOS angles, doors, low objects/difficult terrain, pits, etc.


Yeah, I understand the basic idea... but does anyone have any insight into the maps I put question marks on? Not sure why they weren't approved for higher lists.
FlyingArrow
Posted: Sunday, December 4, 2011 11:23:51 AM
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StevenO wrote:
Maybe it's just me but if a map can't favor shooter then I wonder why all the favor melee maps would make it. It seems to me that the opposite of favor shooters is to favor melee because a shooter squad SHOULD have an advantage over melee squads.

I may not play tournaments so the lists don't really matter to me but with the RPG melee becomes much stronger when shooters don't get a chance to do their thing without getting entangled in melee almost immediately.


"Favor melee" maps are few and far between. Maps that are selected for melee really just make melee/non-melee balanced. I don't know if there are any maps that were left off the Restricted list because they favor melee over shooters. Possibly Cargo Docks.
adamb0nd
Posted: Monday, December 5, 2011 4:12:23 AM
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Short answer: No one liked having their beat stick disintegrated on the first activation.
urbanjedi
Posted: Monday, December 5, 2011 5:03:02 AM
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I Can answer a couple of them (although it isn't an official answer)

Taris had a huge imbalance where a couple GMA shooters could stay hidden and shoot into all zone of gambit so that your opp could never advance without getting blasted.

Ratatak Arena is essentially the same problem. Ratatak also has the lancer problem of it being almost impossible to stop the lancer from strafing all your guys in round 1 wihtout putting yourself at a severe disadvantage. It also has to do with the wide-open gambit and the strategy that that encourages. It encourages the outactivate my opp use my last guy to run to gambit, win init and run away. I have the lead so you have to come to me and I use my big guns to blast you on approach. If each side has some sort of protected gambit (or a way to get there without getting blasted) it encourages much more engagement than just hide and seek and also encourages games played so that there is a true winner than just a tie with someone winning the tiebreaker (pts). Who wants to go to a tourney and go 0 wins 2 losses and 4 ties ?
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